import 'package:three_dart/three3d/math/index.dart';

/**
 * NVIDIA FXAA by Timothy Lottes
 * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
 * - WebGL port by @supereggbert
 * http://www.glge.org/demos/fxaa/
 */

Map<String, dynamic> FXAAShader = {
  "uniforms": {
    'tDiffuse': {},
    'resolution': {"value": new Vector2(1 / 1024, 1 / 512)}
  },
  "vertexShader": [
    'varying vec2 vUv;',
    'void main() {',
    '	vUv = uv;',
    '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
    '}'
  ].join('\n'),
  "fragmentShader": [
    'precision highp float;',
    '',
    'uniform sampler2D tDiffuse;',
    '',
    'uniform vec2 resolution;',
    '',
    'varying vec2 vUv;',
    '',
    '// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)',
    '',
    '//----------------------------------------------------------------------------------',
    '// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag',
    '// SDK Version: v3.00',
    '// Email:       gameworks@nvidia.com',
    '// Site:        http://developer.nvidia.com/',
    '//',
    '// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.',
    '//',
    '// Redistribution and use in source and binary forms, with or without',
    '// modification, are permitted provided that the following conditions',
    '// are met:',
    '//  * Redistributions of source code must retain the above copyright',
    '//    notice, this list of conditions and the following disclaimer.',
    '//  * Redistributions in binary form must reproduce the above copyright',
    '//    notice, this list of conditions and the following disclaimer in the',
    '//    documentation and/or other materials provided with the distribution.',
    '//  * Neither the name of NVIDIA CORPORATION nor the names of its',
    '//    contributors may be used to endorse or promote products derived',
    '//    from this software without specific prior written permission.',
    '//',
    '// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY',
    '// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE',
    '// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR',
    '// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR',
    '// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,',
    '// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,',
    '// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR',
    '// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY',
    '// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT',
    '// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE',
    '// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.',
    '//',
    '//----------------------------------------------------------------------------------',
    '',
    '#define FXAA_PC 1',
    '#define FXAA_GLSL_100 1',
    '#define FXAA_QUALITY_PRESET 12',
    '',
    '#define FXAA_GREEN_AS_LUMA 1',
    '',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_PC_CONSOLE',
    '    //',
    '    // The console algorithm for PC is included',
    '    // for developers targeting really low spec machines.',
    '    // Likely better to just run FXAA_PC, and use a really low preset.',
    '    //',
    '    #define FXAA_PC_CONSOLE 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_GLSL_120',
    '    #define FXAA_GLSL_120 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_GLSL_130',
    '    #define FXAA_GLSL_130 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_HLSL_3',
    '    #define FXAA_HLSL_3 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_HLSL_4',
    '    #define FXAA_HLSL_4 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_HLSL_5',
    '    #define FXAA_HLSL_5 0',
    '#endif',
    '/*==========================================================================*/',
    '#ifndef FXAA_GREEN_AS_LUMA',
    '    //',
    '    // For those using non-linear color,',
    '    // and either not able to get luma in alpha, or not wanting to,',
    '    // this enables FXAA to run using green as a proxy for luma.',
    '    // So with this enabled, no need to pack luma in alpha.',
    '    //',
    '    // This will turn off AA on anything which lacks some amount of green.',
    '    // Pure red and blue or combination of only R and B, will get no AA.',
    '    //',
    '    // Might want to lower the settings for both,',
    '    //    fxaaConsoleEdgeThresholdMin',
    '    //    fxaaQualityEdgeThresholdMin',
    '    // In order to insure AA does not get turned off on colors',
    '    // which contain a minor amount of green.',
    '    //',
    '    // 1 = On.',
    '    // 0 = Off.',
    '    //',
    '    #define FXAA_GREEN_AS_LUMA 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_EARLY_EXIT',
    '    //',
    '    // Controls algorithm\'s early exit path.',
    '    // On PS3 turning this ON adds 2 cycles to the shader.',
    '    // On 360 turning this OFF adds 10ths of a millisecond to the shader.',
    '    // Turning this off on console will result in a more blurry image.',
    '    // So this defaults to on.',
    '    //',
    '    // 1 = On.',
    '    // 0 = Off.',
    '    //',
    '    #define FXAA_EARLY_EXIT 1',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_DISCARD',
    '    //',
    '    // Only valid for PC OpenGL currently.',
    '    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.',
    '    //',
    '    // 1 = Use discard on pixels which don\'t need AA.',
    '    //     For APIs which enable concurrent TEX+ROP from same surface.',
    '    // 0 = Return unchanged color on pixels which don\'t need AA.',
    '    //',
    '    #define FXAA_DISCARD 0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_FAST_PIXEL_OFFSET',
    '    //',
    '    // Used for GLSL 120 only.',
    '    //',
    '    // 1 = GL API supports fast pixel offsets',
    '    // 0 = do not use fast pixel offsets',
    '    //',
    '    #ifdef GL_EXT_gpu_shader4',
    '        #define FXAA_FAST_PIXEL_OFFSET 1',
    '    #endif',
    '    #ifdef GL_NV_gpu_shader5',
    '        #define FXAA_FAST_PIXEL_OFFSET 1',
    '    #endif',
    '    #ifdef GL_ARB_gpu_shader5',
    '        #define FXAA_FAST_PIXEL_OFFSET 1',
    '    #endif',
    '    #ifndef FXAA_FAST_PIXEL_OFFSET',
    '        #define FXAA_FAST_PIXEL_OFFSET 0',
    '    #endif',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#ifndef FXAA_GATHER4_ALPHA',
    '    //',
    '    // 1 = API supports gather4 on alpha channel.',
    '    // 0 = API does not support gather4 on alpha channel.',
    '    //',
    '    #if (FXAA_HLSL_5 == 1)',
    '        #define FXAA_GATHER4_ALPHA 1',
    '    #endif',
    '    #ifdef GL_ARB_gpu_shader5',
    '        #define FXAA_GATHER4_ALPHA 1',
    '    #endif',
    '    #ifdef GL_NV_gpu_shader5',
    '        #define FXAA_GATHER4_ALPHA 1',
    '    #endif',
    '    #ifndef FXAA_GATHER4_ALPHA',
    '        #define FXAA_GATHER4_ALPHA 0',
    '    #endif',
    '#endif',
    '',
    '',
    '/*============================================================================',
    '                        FXAA QUALITY - TUNING KNOBS',
    '------------------------------------------------------------------------------',
    'NOTE the other tuning knobs are now in the shader function inputs!',
    '============================================================================*/',
    '#ifndef FXAA_QUALITY_PRESET',
    '    //',
    '    // Choose the quality preset.',
    '    // This needs to be compiled into the shader as it effects code.',
    '    // Best option to include multiple presets is to',
    '    // in each shader define the preset, then include this file.',
    '    //',
    '    // OPTIONS',
    '    // -----------------------------------------------------------------------',
    '    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)',
    '    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)',
    '    // 39       - no dither, very expensive',
    '    //',
    '    // NOTES',
    '    // -----------------------------------------------------------------------',
    '    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)',
    '    // 13 = about same speed as FXAA 3.9 and better than 12',
    '    // 23 = closest to FXAA 3.9 visually and performance wise',
    '    //  _ = the lowest digit is directly related to performance',
    '    // _  = the highest digit is directly related to style',
    '    //',
    '    #define FXAA_QUALITY_PRESET 12',
    '#endif',
    '',
    '',
    '/*============================================================================',
    '',
    '                           FXAA QUALITY - PRESETS',
    '',
    '============================================================================*/',
    '',
    '/*============================================================================',
    '                     FXAA QUALITY - MEDIUM DITHER PRESETS',
    '============================================================================*/',
    '#if (FXAA_QUALITY_PRESET == 10)',
    '    #define FXAA_QUALITY_PS 3',
    '    #define FXAA_QUALITY_P0 1.5',
    '    #define FXAA_QUALITY_P1 3.0',
    '    #define FXAA_QUALITY_P2 12.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 11)',
    '    #define FXAA_QUALITY_PS 4',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 3.0',
    '    #define FXAA_QUALITY_P3 12.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 12)',
    '    #define FXAA_QUALITY_PS 5',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 4.0',
    '    #define FXAA_QUALITY_P4 12.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 13)',
    '    #define FXAA_QUALITY_PS 6',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 4.0',
    '    #define FXAA_QUALITY_P5 12.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 14)',
    '    #define FXAA_QUALITY_PS 7',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 4.0',
    '    #define FXAA_QUALITY_P6 12.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 15)',
    '    #define FXAA_QUALITY_PS 8',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 4.0',
    '    #define FXAA_QUALITY_P7 12.0',
    '#endif',
    '',
    '/*============================================================================',
    '                     FXAA QUALITY - LOW DITHER PRESETS',
    '============================================================================*/',
    '#if (FXAA_QUALITY_PRESET == 20)',
    '    #define FXAA_QUALITY_PS 3',
    '    #define FXAA_QUALITY_P0 1.5',
    '    #define FXAA_QUALITY_P1 2.0',
    '    #define FXAA_QUALITY_P2 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 21)',
    '    #define FXAA_QUALITY_PS 4',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 22)',
    '    #define FXAA_QUALITY_PS 5',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 23)',
    '    #define FXAA_QUALITY_PS 6',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 24)',
    '    #define FXAA_QUALITY_PS 7',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 3.0',
    '    #define FXAA_QUALITY_P6 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 25)',
    '    #define FXAA_QUALITY_PS 8',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 4.0',
    '    #define FXAA_QUALITY_P7 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 26)',
    '    #define FXAA_QUALITY_PS 9',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 2.0',
    '    #define FXAA_QUALITY_P7 4.0',
    '    #define FXAA_QUALITY_P8 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 27)',
    '    #define FXAA_QUALITY_PS 10',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 2.0',
    '    #define FXAA_QUALITY_P7 2.0',
    '    #define FXAA_QUALITY_P8 4.0',
    '    #define FXAA_QUALITY_P9 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 28)',
    '    #define FXAA_QUALITY_PS 11',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 2.0',
    '    #define FXAA_QUALITY_P7 2.0',
    '    #define FXAA_QUALITY_P8 2.0',
    '    #define FXAA_QUALITY_P9 4.0',
    '    #define FXAA_QUALITY_P10 8.0',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_QUALITY_PRESET == 29)',
    '    #define FXAA_QUALITY_PS 12',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.5',
    '    #define FXAA_QUALITY_P2 2.0',
    '    #define FXAA_QUALITY_P3 2.0',
    '    #define FXAA_QUALITY_P4 2.0',
    '    #define FXAA_QUALITY_P5 2.0',
    '    #define FXAA_QUALITY_P6 2.0',
    '    #define FXAA_QUALITY_P7 2.0',
    '    #define FXAA_QUALITY_P8 2.0',
    '    #define FXAA_QUALITY_P9 2.0',
    '    #define FXAA_QUALITY_P10 4.0',
    '    #define FXAA_QUALITY_P11 8.0',
    '#endif',
    '',
    '/*============================================================================',
    '                     FXAA QUALITY - EXTREME QUALITY',
    '============================================================================*/',
    '#if (FXAA_QUALITY_PRESET == 39)',
    '    #define FXAA_QUALITY_PS 12',
    '    #define FXAA_QUALITY_P0 1.0',
    '    #define FXAA_QUALITY_P1 1.0',
    '    #define FXAA_QUALITY_P2 1.0',
    '    #define FXAA_QUALITY_P3 1.0',
    '    #define FXAA_QUALITY_P4 1.0',
    '    #define FXAA_QUALITY_P5 1.5',
    '    #define FXAA_QUALITY_P6 2.0',
    '    #define FXAA_QUALITY_P7 2.0',
    '    #define FXAA_QUALITY_P8 2.0',
    '    #define FXAA_QUALITY_P9 2.0',
    '    #define FXAA_QUALITY_P10 4.0',
    '    #define FXAA_QUALITY_P11 8.0',
    '#endif',
    '',
    '',
    '',
    '/*============================================================================',
    '',
    '                                API PORTING',
    '',
    '============================================================================*/',
    '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)',
    '    #define FxaaBool bool',
    '    #define FxaaDiscard discard',
    '    #define FxaaFloat float',
    '    #define FxaaFloat2 vec2',
    '    #define FxaaFloat3 vec3',
    '    #define FxaaFloat4 vec4',
    '    #define FxaaHalf float',
    '    #define FxaaHalf2 vec2',
    '    #define FxaaHalf3 vec3',
    '    #define FxaaHalf4 vec4',
    '    #define FxaaInt2 ivec2',
    '    #define FxaaSat(x) clamp(x, 0.0, 1.0)',
    '    #define FxaaTex sampler2D',
    '#else',
    '    #define FxaaBool bool',
    '    #define FxaaDiscard clip(-1)',
    '    #define FxaaFloat float',
    '    #define FxaaFloat2 float2',
    '    #define FxaaFloat3 float3',
    '    #define FxaaFloat4 float4',
    '    #define FxaaHalf half',
    '    #define FxaaHalf2 half2',
    '    #define FxaaHalf3 half3',
    '    #define FxaaHalf4 half4',
    '    #define FxaaSat(x) saturate(x)',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_GLSL_100 == 1)',
    '  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)',
    '  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_GLSL_120 == 1)',
    '    // Requires,',
    '    //  #version 120',
    '    // And at least,',
    '    //  #extension GL_EXT_gpu_shader4 : enable',
    '    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)',
    '    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)',
    '    #if (FXAA_FAST_PIXEL_OFFSET == 1)',
    '        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)',
    '    #else',
    '        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)',
    '    #endif',
    '    #if (FXAA_GATHER4_ALPHA == 1)',
    '        // use #extension GL_ARB_gpu_shader5 : enable',
    '        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
    '        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
    '        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
    '        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
    '    #endif',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_GLSL_130 == 1)',
    '    // Requires "#version 130" or better',
    '    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)',
    '    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)',
    '    #if (FXAA_GATHER4_ALPHA == 1)',
    '        // use #extension GL_ARB_gpu_shader5 : enable',
    '        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',
    '        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',
    '        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',
    '        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',
    '    #endif',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_HLSL_3 == 1)',
    '    #define FxaaInt2 float2',
    '    #define FxaaTex sampler2D',
    '    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))',
    '    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_HLSL_4 == 1)',
    '    #define FxaaInt2 int2',
    '    struct FxaaTex { SamplerState smpl; Texture2D tex; };',
    '    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
    '    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
    '#endif',
    '/*--------------------------------------------------------------------------*/',
    '#if (FXAA_HLSL_5 == 1)',
    '    #define FxaaInt2 int2',
    '    struct FxaaTex { SamplerState smpl; Texture2D tex; };',
    '    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',
    '    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',
    '    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)',
    '    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)',
    '    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)',
    '    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)',
    '#endif',
    '',
    '',
    '/*============================================================================',
    '                   GREEN AS LUMA OPTION SUPPORT FUNCTION',
    '============================================================================*/',
    '#if (FXAA_GREEN_AS_LUMA == 0)',
    '    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }',
    '#else',
    '    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }',
    '#endif',
    '',
    '',
    '',
    '',
    '/*============================================================================',
    '',
    '                             FXAA3 QUALITY - PC',
    '',
    '============================================================================*/',
    '#if (FXAA_PC == 1)',
    '/*--------------------------------------------------------------------------*/',
    'FxaaFloat4 FxaaPixelShader(',
    '    //',
    '    // Use noperspective interpolation here (turn off perspective interpolation).',
    '    // {xy} = center of pixel',
    '    FxaaFloat2 pos,',
    '    //',
    '    // Used only for FXAA Console, and not used on the 360 version.',
    '    // Use noperspective interpolation here (turn off perspective interpolation).',
    '    // {xy_} = upper left of pixel',
    '    // {_zw} = lower right of pixel',
    '    FxaaFloat4 fxaaConsolePosPos,',
    '    //',
    '    // Input color texture.',
    '    // {rgb_} = color in linear or perceptual color space',
    '    // if (FXAA_GREEN_AS_LUMA == 0)',
    '    //     {__a} = luma in perceptual color space (not linear)',
    '    FxaaTex tex,',
    '    //',
    '    // Only used on the optimized 360 version of FXAA Console.',
    '    // For everything but 360, just use the same input here as for "tex".',
    '    // For 360, same texture, just alias with a 2nd sampler.',
    '    // This sampler needs to have an exponent bias of -1.',
    '    FxaaTex fxaaConsole360TexExpBiasNegOne,',
    '    //',
    '    // Only used on the optimized 360 version of FXAA Console.',
    '    // For everything but 360, just use the same input here as for "tex".',
    '    // For 360, same texture, just alias with a 3nd sampler.',
    '    // This sampler needs to have an exponent bias of -2.',
    '    FxaaTex fxaaConsole360TexExpBiasNegTwo,',
    '    //',
    '    // Only used on FXAA Quality.',
    '    // This must be from a constant/uniform.',
    '    // {x_} = 1.0/screenWidthInPixels',
    '    // {_y} = 1.0/screenHeightInPixels',
    '    FxaaFloat2 fxaaQualityRcpFrame,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // This must be from a constant/uniform.',
    '    // This effects sub-pixel AA quality and inversely sharpness.',
    '    //   Where N ranges between,',
    '    //     N = 0.50 (default)',
    '    //     N = 0.33 (sharper)',
    '    // {x__} = -N/screenWidthInPixels',
    '    // {_y_} = -N/screenHeightInPixels',
    '    // {_z_} =  N/screenWidthInPixels',
    '    // {__w} =  N/screenHeightInPixels',
    '    FxaaFloat4 fxaaConsoleRcpFrameOpt,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // Not used on 360, but used on PS3 and PC.',
    '    // This must be from a constant/uniform.',
    '    // {x__} = -2.0/screenWidthInPixels',
    '    // {_y_} = -2.0/screenHeightInPixels',
    '    // {_z_} =  2.0/screenWidthInPixels',
    '    // {__w} =  2.0/screenHeightInPixels',
    '    FxaaFloat4 fxaaConsoleRcpFrameOpt2,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.',
    '    // This must be from a constant/uniform.',
    '    // {x__} =  8.0/screenWidthInPixels',
    '    // {_y_} =  8.0/screenHeightInPixels',
    '    // {_z_} = -4.0/screenWidthInPixels',
    '    // {__w} = -4.0/screenHeightInPixels',
    '    FxaaFloat4 fxaaConsole360RcpFrameOpt2,',
    '    //',
    '    // Only used on FXAA Quality.',
    '    // This used to be the FXAA_QUALITY_SUBPIX define.',
    '    // It is here now to allow easier tuning.',
    '    // Choose the amount of sub-pixel aliasing removal.',
    '    // This can effect sharpness.',
    '    //   1.00 - upper limit (softer)',
    '    //   0.75 - default amount of filtering',
    '    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)',
    '    //   0.25 - almost off',
    '    //   0.00 - completely off',
    '    FxaaFloat fxaaQualitySubpix,',
    '    //',
    '    // Only used on FXAA Quality.',
    '    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.',
    '    // It is here now to allow easier tuning.',
    '    // The minimum amount of local contrast required to apply algorithm.',
    '    //   0.333 - too little (faster)',
    '    //   0.250 - low quality',
    '    //   0.166 - default',
    '    //   0.125 - high quality',
    '    //   0.063 - overkill (slower)',
    '    FxaaFloat fxaaQualityEdgeThreshold,',
    '    //',
    '    // Only used on FXAA Quality.',
    '    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.',
    '    // It is here now to allow easier tuning.',
    '    // Trims the algorithm from processing darks.',
    '    //   0.0833 - upper limit (default, the start of visible unfiltered edges)',
    '    //   0.0625 - high quality (faster)',
    '    //   0.0312 - visible limit (slower)',
    '    // Special notes when using FXAA_GREEN_AS_LUMA,',
    '    //   Likely want to set this to zero.',
    '    //   As colors that are mostly not-green',
    '    //   will appear very dark in the green channel!',
    '    //   Tune by looking at mostly non-green content,',
    '    //   then start at zero and increase until aliasing is a problem.',
    '    FxaaFloat fxaaQualityEdgeThresholdMin,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.',
    '    // It is here now to allow easier tuning.',
    '    // This does not effect PS3, as this needs to be compiled in.',
    '    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.',
    '    //   Due to the PS3 being ALU bound,',
    '    //   there are only three safe values here: 2 and 4 and 8.',
    '    //   These options use the shaders ability to a free *|/ by 2|4|8.',
    '    // For all other platforms can be a non-power of two.',
    '    //   8.0 is sharper (default!!!)',
    '    //   4.0 is softer',
    '    //   2.0 is really soft (good only for vector graphics inputs)',
    '    FxaaFloat fxaaConsoleEdgeSharpness,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.',
    '    // It is here now to allow easier tuning.',
    '    // This does not effect PS3, as this needs to be compiled in.',
    '    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.',
    '    //   Due to the PS3 being ALU bound,',
    '    //   there are only two safe values here: 1/4 and 1/8.',
    '    //   These options use the shaders ability to a free *|/ by 2|4|8.',
    '    // The console setting has a different mapping than the quality setting.',
    '    // Other platforms can use other values.',
    '    //   0.125 leaves less aliasing, but is softer (default!!!)',
    '    //   0.25 leaves more aliasing, and is sharper',
    '    FxaaFloat fxaaConsoleEdgeThreshold,',
    '    //',
    '    // Only used on FXAA Console.',
    '    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.',
    '    // It is here now to allow easier tuning.',
    '    // Trims the algorithm from processing darks.',
    '    // The console setting has a different mapping than the quality setting.',
    '    // This only applies when FXAA_EARLY_EXIT is 1.',
    '    // This does not apply to PS3,',
    '    // PS3 was simplified to avoid more shader instructions.',
    '    //   0.06 - faster but more aliasing in darks',
    '    //   0.05 - default',
    '    //   0.04 - slower and less aliasing in darks',
    '    // Special notes when using FXAA_GREEN_AS_LUMA,',
    '    //   Likely want to set this to zero.',
    '    //   As colors that are mostly not-green',
    '    //   will appear very dark in the green channel!',
    '    //   Tune by looking at mostly non-green content,',
    '    //   then start at zero and increase until aliasing is a problem.',
    '    FxaaFloat fxaaConsoleEdgeThresholdMin,',
    '    //',
    '    // Extra constants for 360 FXAA Console only.',
    '    // Use zeros or anything else for other platforms.',
    '    // These must be in physical constant registers and NOT immediates.',
    '    // Immediates will result in compiler un-optimizing.',
    '    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)',
    '    FxaaFloat4 fxaaConsole360ConstDir',
    ') {',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat2 posM;',
    '    posM.x = pos.x;',
    '    posM.y = pos.y;',
    '    #if (FXAA_GATHER4_ALPHA == 1)',
    '        #if (FXAA_DISCARD == 0)',
    '            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
    '            #if (FXAA_GREEN_AS_LUMA == 0)',
    '                #define lumaM rgbyM.w',
    '            #else',
    '                #define lumaM rgbyM.y',
    '            #endif',
    '        #endif',
    '        #if (FXAA_GREEN_AS_LUMA == 0)',
    '            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);',
    '            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));',
    '        #else',
    '            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);',
    '            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));',
    '        #endif',
    '        #if (FXAA_DISCARD == 1)',
    '            #define lumaM luma4A.w',
    '        #endif',
    '        #define lumaE luma4A.z',
    '        #define lumaS luma4A.x',
    '        #define lumaSE luma4A.y',
    '        #define lumaNW luma4B.w',
    '        #define lumaN luma4B.z',
    '        #define lumaW luma4B.x',
    '    #else',
    '        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',
    '        #if (FXAA_GREEN_AS_LUMA == 0)',
    '            #define lumaM rgbyM.w',
    '        #else',
    '            #define lumaM rgbyM.y',
    '        #endif',
    '        #if (FXAA_GLSL_100 == 1)',
    '          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));',
    '        #else',
    '          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));',
    '        #endif',
    '    #endif',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat maxSM = max(lumaS, lumaM);',
    '    FxaaFloat minSM = min(lumaS, lumaM);',
    '    FxaaFloat maxESM = max(lumaE, maxSM);',
    '    FxaaFloat minESM = min(lumaE, minSM);',
    '    FxaaFloat maxWN = max(lumaN, lumaW);',
    '    FxaaFloat minWN = min(lumaN, lumaW);',
    '    FxaaFloat rangeMax = max(maxWN, maxESM);',
    '    FxaaFloat rangeMin = min(minWN, minESM);',
    '    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;',
    '    FxaaFloat range = rangeMax - rangeMin;',
    '    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);',
    '    FxaaBool earlyExit = range < rangeMaxClamped;',
    '/*--------------------------------------------------------------------------*/',
    '    if(earlyExit)',
    '        #if (FXAA_DISCARD == 1)',
    '            FxaaDiscard;',
    '        #else',
    '            return rgbyM;',
    '        #endif',
    '/*--------------------------------------------------------------------------*/',
    '    #if (FXAA_GATHER4_ALPHA == 0)',
    '        #if (FXAA_GLSL_100 == 1)',
    '          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));',
    '        #else',
    '          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));',
    '          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
    '        #endif',
    '    #else',
    '        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));',
    '        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',
    '    #endif',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat lumaNS = lumaN + lumaS;',
    '    FxaaFloat lumaWE = lumaW + lumaE;',
    '    FxaaFloat subpixRcpRange = 1.0/range;',
    '    FxaaFloat subpixNSWE = lumaNS + lumaWE;',
    '    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;',
    '    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat lumaNESE = lumaNE + lumaSE;',
    '    FxaaFloat lumaNWNE = lumaNW + lumaNE;',
    '    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;',
    '    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat lumaNWSW = lumaNW + lumaSW;',
    '    FxaaFloat lumaSWSE = lumaSW + lumaSE;',
    '    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);',
    '    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);',
    '    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;',
    '    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;',
    '    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;',
    '    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;',
    '    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;',
    '    FxaaBool horzSpan = edgeHorz >= edgeVert;',
    '    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;',
    '/*--------------------------------------------------------------------------*/',
    '    if(!horzSpan) lumaN = lumaW;',
    '    if(!horzSpan) lumaS = lumaE;',
    '    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;',
    '    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat gradientN = lumaN - lumaM;',
    '    FxaaFloat gradientS = lumaS - lumaM;',
    '    FxaaFloat lumaNN = lumaN + lumaM;',
    '    FxaaFloat lumaSS = lumaS + lumaM;',
    '    FxaaBool pairN = abs(gradientN) >= abs(gradientS);',
    '    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));',
    '    if(pairN) lengthSign = -lengthSign;',
    '    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat2 posB;',
    '    posB.x = posM.x;',
    '    posB.y = posM.y;',
    '    FxaaFloat2 offNP;',
    '    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;',
    '    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;',
    '    if(!horzSpan) posB.x += lengthSign * 0.5;',
    '    if( horzSpan) posB.y += lengthSign * 0.5;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat2 posN;',
    '    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;',
    '    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;',
    '    FxaaFloat2 posP;',
    '    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;',
    '    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;',
    '    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;',
    '    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));',
    '    FxaaFloat subpixE = subpixC * subpixC;',
    '    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));',
    '/*--------------------------------------------------------------------------*/',
    '    if(!pairN) lumaNN = lumaSS;',
    '    FxaaFloat gradientScaled = gradient * 1.0/4.0;',
    '    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;',
    '    FxaaFloat subpixF = subpixD * subpixE;',
    '    FxaaBool lumaMLTZero = lumaMM < 0.0;',
    '/*--------------------------------------------------------------------------*/',
    '    lumaEndN -= lumaNN * 0.5;',
    '    lumaEndP -= lumaNN * 0.5;',
    '    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;',
    '    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;',
    '    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;',
    '    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;',
    '    FxaaBool doneNP = (!doneN) || (!doneP);',
    '    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;',
    '    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;',
    '/*--------------------------------------------------------------------------*/',
    '    if(doneNP) {',
    '        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '        doneN = abs(lumaEndN) >= gradientScaled;',
    '        doneP = abs(lumaEndP) >= gradientScaled;',
    '        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;',
    '        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;',
    '        doneNP = (!doneN) || (!doneP);',
    '        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;',
    '        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;',
    '/*--------------------------------------------------------------------------*/',
    '        #if (FXAA_QUALITY_PS > 3)',
    '        if(doneNP) {',
    '            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '            doneN = abs(lumaEndN) >= gradientScaled;',
    '            doneP = abs(lumaEndP) >= gradientScaled;',
    '            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;',
    '            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;',
    '            doneNP = (!doneN) || (!doneP);',
    '            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;',
    '            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;',
    '/*--------------------------------------------------------------------------*/',
    '            #if (FXAA_QUALITY_PS > 4)',
    '            if(doneNP) {',
    '                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                doneN = abs(lumaEndN) >= gradientScaled;',
    '                doneP = abs(lumaEndP) >= gradientScaled;',
    '                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;',
    '                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;',
    '                doneNP = (!doneN) || (!doneP);',
    '                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;',
    '                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;',
    '/*--------------------------------------------------------------------------*/',
    '                #if (FXAA_QUALITY_PS > 5)',
    '                if(doneNP) {',
    '                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                    doneN = abs(lumaEndN) >= gradientScaled;',
    '                    doneP = abs(lumaEndP) >= gradientScaled;',
    '                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;',
    '                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;',
    '                    doneNP = (!doneN) || (!doneP);',
    '                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;',
    '                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;',
    '/*--------------------------------------------------------------------------*/',
    '                    #if (FXAA_QUALITY_PS > 6)',
    '                    if(doneNP) {',
    '                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                        doneN = abs(lumaEndN) >= gradientScaled;',
    '                        doneP = abs(lumaEndP) >= gradientScaled;',
    '                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;',
    '                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;',
    '                        doneNP = (!doneN) || (!doneP);',
    '                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;',
    '                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;',
    '/*--------------------------------------------------------------------------*/',
    '                        #if (FXAA_QUALITY_PS > 7)',
    '                        if(doneNP) {',
    '                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                            doneN = abs(lumaEndN) >= gradientScaled;',
    '                            doneP = abs(lumaEndP) >= gradientScaled;',
    '                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;',
    '                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;',
    '                            doneNP = (!doneN) || (!doneP);',
    '                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;',
    '                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;',
    '/*--------------------------------------------------------------------------*/',
    '    #if (FXAA_QUALITY_PS > 8)',
    '    if(doneNP) {',
    '        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '        doneN = abs(lumaEndN) >= gradientScaled;',
    '        doneP = abs(lumaEndP) >= gradientScaled;',
    '        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;',
    '        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;',
    '        doneNP = (!doneN) || (!doneP);',
    '        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;',
    '        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;',
    '/*--------------------------------------------------------------------------*/',
    '        #if (FXAA_QUALITY_PS > 9)',
    '        if(doneNP) {',
    '            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '            doneN = abs(lumaEndN) >= gradientScaled;',
    '            doneP = abs(lumaEndP) >= gradientScaled;',
    '            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;',
    '            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;',
    '            doneNP = (!doneN) || (!doneP);',
    '            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;',
    '            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;',
    '/*--------------------------------------------------------------------------*/',
    '            #if (FXAA_QUALITY_PS > 10)',
    '            if(doneNP) {',
    '                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                doneN = abs(lumaEndN) >= gradientScaled;',
    '                doneP = abs(lumaEndP) >= gradientScaled;',
    '                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;',
    '                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;',
    '                doneNP = (!doneN) || (!doneP);',
    '                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;',
    '                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;',
    '/*--------------------------------------------------------------------------*/',
    '                #if (FXAA_QUALITY_PS > 11)',
    '                if(doneNP) {',
    '                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                    doneN = abs(lumaEndN) >= gradientScaled;',
    '                    doneP = abs(lumaEndP) >= gradientScaled;',
    '                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;',
    '                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;',
    '                    doneNP = (!doneN) || (!doneP);',
    '                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;',
    '                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;',
    '/*--------------------------------------------------------------------------*/',
    '                    #if (FXAA_QUALITY_PS > 12)',
    '                    if(doneNP) {',
    '                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',
    '                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',
    '                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',
    '                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',
    '                        doneN = abs(lumaEndN) >= gradientScaled;',
    '                        doneP = abs(lumaEndP) >= gradientScaled;',
    '                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;',
    '                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;',
    '                        doneNP = (!doneN) || (!doneP);',
    '                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;',
    '                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;',
    '/*--------------------------------------------------------------------------*/',
    '                    }',
    '                    #endif',
    '/*--------------------------------------------------------------------------*/',
    '                }',
    '                #endif',
    '/*--------------------------------------------------------------------------*/',
    '            }',
    '            #endif',
    '/*--------------------------------------------------------------------------*/',
    '        }',
    '        #endif',
    '/*--------------------------------------------------------------------------*/',
    '    }',
    '    #endif',
    '/*--------------------------------------------------------------------------*/',
    '                        }',
    '                        #endif',
    '/*--------------------------------------------------------------------------*/',
    '                    }',
    '                    #endif',
    '/*--------------------------------------------------------------------------*/',
    '                }',
    '                #endif',
    '/*--------------------------------------------------------------------------*/',
    '            }',
    '            #endif',
    '/*--------------------------------------------------------------------------*/',
    '        }',
    '        #endif',
    '/*--------------------------------------------------------------------------*/',
    '    }',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat dstN = posM.x - posN.x;',
    '    FxaaFloat dstP = posP.x - posM.x;',
    '    if(!horzSpan) dstN = posM.y - posN.y;',
    '    if(!horzSpan) dstP = posP.y - posM.y;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;',
    '    FxaaFloat spanLength = (dstP + dstN);',
    '    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;',
    '    FxaaFloat spanLengthRcp = 1.0/spanLength;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaBool directionN = dstN < dstP;',
    '    FxaaFloat dst = min(dstN, dstP);',
    '    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;',
    '    FxaaFloat subpixG = subpixF * subpixF;',
    '    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;',
    '    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;',
    '/*--------------------------------------------------------------------------*/',
    '    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;',
    '    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);',
    '    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;',
    '    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;',
    '    #if (FXAA_DISCARD == 1)',
    '        return FxaaTexTop(tex, posM);',
    '    #else',
    '        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);',
    '    #endif',
    '}',
    '/*==========================================================================*/',
    '#endif',
    '',
    'void main() {',
    '  gl_FragColor = FxaaPixelShader(',
    '    vUv,',
    '    vec4(0.0),',
    '    tDiffuse,',
    '    tDiffuse,',
    '    tDiffuse,',
    '    resolution,',
    '    vec4(0.0),',
    '    vec4(0.0),',
    '    vec4(0.0),',
    '    0.75,',
    '    0.166,',
    '    0.0833,',
    '    0.0,',
    '    0.0,',
    '    0.0,',
    '    vec4(0.0)',
    '  );',
    '',
    '  // TODO avoid querying texture twice for same texel',
    '  gl_FragColor.a = texture2D(tDiffuse, vUv).a;',
    '}'
  ].join('\n')
};
